Mord Wraith

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outsider 14 / cleric 6 TN medium outsider (extraplanar)

Init +8; Senses Darkvision (60 ft.), Perception +35,

Languages Common, Abyssal, Celestial, Infernal, Elven, Dwarven, Goblin, Giant, Terran, Auran, Aquan, Ignan, Draconic

AC 27, touch 19, flat-footed 18, Combat Expertise

hp 368 (20HD)

Fort +24, Ref +17, Will +24

Defensive Abilities Natural Invisibility,

Immunities Critical Hits, Flanking, Paralysis, Poison, Sleep, Sneak Attacks, Stunning,

Speed 40 ft. (8 squares) Fly 30 ft. (Perfect)

Melee slam +29/+29 (2d6+11)

Melee soul blade (two handed) +32/+27/+22/+17 (two handed) 2d8+19/19-20)

Face 5 ft. Reach 5 ft.

Base Atk +18; CMB +29; CMD 48

Atk Options Combat Expertise, Power Attack,

Special Actions Channel Negative Energy (3d6, DC 12, 2/day), Gentle Rest (15/day),

Prepared Spells Prepared Spell List

Cleric (CL 6th):

3rd - bestow curse (DC 25) , dispel magic , invisibility purge (DC ) , searing light , 1speak with dead (DC 25)

2nd - calm emotions (DC 24) , death knell (DC 24) , enthrall (DC 24) , hold person (DC 24) , locate object , shatter (DC 24) , silence

1st - bane (DC 23) , cause fear (DC 23) , command (DC 23) , comprehend languages (DC ) , deathwatch , longstrider (DC ) , shield of faith (DC 23)

0th - bleed (DC 22) , guidance (DC 22) , resistance (DC 22) , stabilize (DC 22)

1 Domain spell.

Deity Ulan; Domains Repose, Travel,

Abilities Str 32, Dex 26, Con 28, Int 24, Wis 34, Cha 8

Special Qualities Improved Tracking, Madness, Orisons, Spontaneous Casting,

Feats Armor Proficiency, Light, Armor Proficiency, Medium, Cleave, Combat Expertise, Dodge, Flyby Attack, Great Cleave, Martial Weapon Proficiency Output, Mobility, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Spring Attack, Stealthy, Step Up

Skills Acrobatics +26, Acrobatics (Jump) +30, Appraise +11, Bluff +22, Climb +11, Craft (Untrained) +7, Diplomacy -1, Disguise -1, Escape Artist +10, Fly +39, Heal +21, Intimidate +19, Knowledge (Arcana) +20, Knowledge (History) +20, Knowledge (Planes) +30, Knowledge (Religion) +30, Perception +35, Perform (Untrained) -1, Ride +8, Sense Motive +35, Spellcraft +30, Stealth +35, Survival +35, Swim +11,

Possessions Soul Blade

Channel Negative Energy (Su) You can unleash a wave of negative energy. You must choose to deal 3d6 points of negative energy damage to living creatures or to heal undead creatures of 3d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this abilty 2 times per day.

Gentle Rest (Sp) Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creatures, that creature falls asleep for 1 round instead. Undead creatures touched by you are staggered for 12 rounds. You can use this ability 15 times per day.

Immunity to Critical Hits (Ex) You are never subject to critical hits.

Immunity to Flanking (Ex) You cannot be flanked.

Immunity to Paralysis (Ex) You can never be paralyzed.

Immunity to Poison (Ex) You never take poison damage.

Immunity to Sleep (Ex) You are never subject to sleep effects.

Immunity to Sneak Attacks (Ex) You do not take additional damage from precision-based attacks, such as sneak attack.

Immunity to Stunning (Ex) You are never subject to stunning.

Improved Tracking (Ex) An Mord Wraith takes no penalty to Survival checks when tracking and moving at any speed.

Natural Invisibility (Ex) This ability is constant--a Mord Wraith remains invisible at all times, even when attacking. As this ability is inherent, it is not subject to the invisibility purge spell. Against foes that cannot pinpoint it, the Mord Wraith gains a +20 bonus on Stealth checks when moving, or +40 when standing still--these bonuses are not included in the statistics above. In the Shadowlands, the Mord Wraith looks like a cloaked and hooded skeleton wielding a greatsword when it chooses to appear.

Madness (Su) Anyone targeting a Mord Wraith with thought detection, mind control, or telepathic ability makes direct contact with its mind and takes 1d4 points of Wisdom damage.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Spontaneous Casting You can channel stored spell energy into inflict spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with "Inflict" in its name).